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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classfabgl_1_1_scene-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">Scene Class Reference<span class="mlabels"><span class="mlabel">abstract</span></span></div>  </div>
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<p><a class="el" href="classfabgl_1_1_scene.html" title="Scene is an abstract class useful to encapsulate functionalities of a scene (sprites, collision detector and updates). ">Scene</a> is an abstract class useful to encapsulate functionalities of a scene (sprites, collision detector and updates).  
 <a href="classfabgl_1_1_scene.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="scene_8h_source.html">scene.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a10c9a1d4eb569fbd350776d1f61ad8ab"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a10c9a1d4eb569fbd350776d1f61ad8ab.html#a10c9a1d4eb569fbd350776d1f61ad8ab">Scene</a> (int maxSpritesCount, int updateTimeMS, int <a class="el" href="fabutils_8h_ae0ffb42440f0305b6d22a1c6106b6e6f.html#ae0ffb42440f0305b6d22a1c6106b6e6f">width</a>, int <a class="el" href="fabutils_8h_a777dd66f9609a587ee98ad50de301662.html#a777dd66f9609a587ee98ad50de301662">height</a>, int stackSize=2048)</td></tr>
<tr class="memdesc:a10c9a1d4eb569fbd350776d1f61ad8ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">The <a class="el" href="classfabgl_1_1_scene.html" title="Scene is an abstract class useful to encapsulate functionalities of a scene (sprites, collision detector and updates). ">Scene</a> constructor.  <a href="classfabgl_1_1_scene_a10c9a1d4eb569fbd350776d1f61ad8ab.html#a10c9a1d4eb569fbd350776d1f61ad8ab">More...</a><br /></td></tr>
<tr class="separator:a10c9a1d4eb569fbd350776d1f61ad8ab"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a48b03f63e22824a043e5df322ecebd3c"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a48b03f63e22824a043e5df322ecebd3c.html#a48b03f63e22824a043e5df322ecebd3c">addSprite</a> (<a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *sprite)</td></tr>
<tr class="memdesc:a48b03f63e22824a043e5df322ecebd3c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Adds the specified sprite to collision detector.  <a href="classfabgl_1_1_scene_a48b03f63e22824a043e5df322ecebd3c.html#a48b03f63e22824a043e5df322ecebd3c">More...</a><br /></td></tr>
<tr class="separator:a48b03f63e22824a043e5df322ecebd3c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2278cb01916711b1d637ca375659b1ad"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a2278cb01916711b1d637ca375659b1ad.html#a2278cb01916711b1d637ca375659b1ad">collisionDetected</a> (<a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *spriteA, <a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *spriteB, <a class="el" href="structfabgl_1_1_point.html">Point</a> collisionPoint)=0</td></tr>
<tr class="memdesc:a2278cb01916711b1d637ca375659b1ad"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is an abstract method called whenever a collision has been detected.  <a href="classfabgl_1_1_scene_a2278cb01916711b1d637ca375659b1ad.html#a2278cb01916711b1d637ca375659b1ad">More...</a><br /></td></tr>
<tr class="separator:a2278cb01916711b1d637ca375659b1ad"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a07efb2a4e9a982688c8bb3c3f21d1092"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a07efb2a4e9a982688c8bb3c3f21d1092.html#a07efb2a4e9a982688c8bb3c3f21d1092">getHeight</a> ()</td></tr>
<tr class="memdesc:a07efb2a4e9a982688c8bb3c3f21d1092"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines scene height.  <a href="classfabgl_1_1_scene_a07efb2a4e9a982688c8bb3c3f21d1092.html#a07efb2a4e9a982688c8bb3c3f21d1092">More...</a><br /></td></tr>
<tr class="separator:a07efb2a4e9a982688c8bb3c3f21d1092"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a67a0997183f24da19b776d96c1052998"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a67a0997183f24da19b776d96c1052998.html#a67a0997183f24da19b776d96c1052998">getWidth</a> ()</td></tr>
<tr class="memdesc:a67a0997183f24da19b776d96c1052998"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines scene width.  <a href="classfabgl_1_1_scene_a67a0997183f24da19b776d96c1052998.html#a67a0997183f24da19b776d96c1052998">More...</a><br /></td></tr>
<tr class="separator:a67a0997183f24da19b776d96c1052998"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab5be7e5a13ea77d59aac45d21dceb6a0"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_ab5be7e5a13ea77d59aac45d21dceb6a0.html#ab5be7e5a13ea77d59aac45d21dceb6a0">init</a> ()=0</td></tr>
<tr class="memdesc:ab5be7e5a13ea77d59aac45d21dceb6a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is an abstract method called when the scene needs to be initialized.  <a href="classfabgl_1_1_scene_ab5be7e5a13ea77d59aac45d21dceb6a0.html#ab5be7e5a13ea77d59aac45d21dceb6a0">More...</a><br /></td></tr>
<tr class="separator:ab5be7e5a13ea77d59aac45d21dceb6a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aefc081299e5e20cd9b6d900de8559248"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_aefc081299e5e20cd9b6d900de8559248.html#aefc081299e5e20cd9b6d900de8559248">removeSprite</a> (<a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *sprite)</td></tr>
<tr class="memdesc:aefc081299e5e20cd9b6d900de8559248"><td class="mdescLeft">&#160;</td><td class="mdescRight">Removes the specified sprite from collision detector.  <a href="classfabgl_1_1_scene_aefc081299e5e20cd9b6d900de8559248.html#aefc081299e5e20cd9b6d900de8559248">More...</a><br /></td></tr>
<tr class="separator:aefc081299e5e20cd9b6d900de8559248"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad7c67f44d6c720c52b1e538ab95aaa9d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_ad7c67f44d6c720c52b1e538ab95aaa9d.html#ad7c67f44d6c720c52b1e538ab95aaa9d">start</a> (bool suspendTask=true)</td></tr>
<tr class="memdesc:ad7c67f44d6c720c52b1e538ab95aaa9d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starts scene updates and suspends current task.  <a href="classfabgl_1_1_scene_ad7c67f44d6c720c52b1e538ab95aaa9d.html#ad7c67f44d6c720c52b1e538ab95aaa9d">More...</a><br /></td></tr>
<tr class="separator:ad7c67f44d6c720c52b1e538ab95aaa9d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8c528baf37154d347366083f0f816846"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a8c528baf37154d347366083f0f816846.html#a8c528baf37154d347366083f0f816846">stop</a> ()</td></tr>
<tr class="memdesc:a8c528baf37154d347366083f0f816846"><td class="mdescLeft">&#160;</td><td class="mdescRight">Stops scene updates and resumes suspended task.  <a href="classfabgl_1_1_scene_a8c528baf37154d347366083f0f816846.html#a8c528baf37154d347366083f0f816846">More...</a><br /></td></tr>
<tr class="separator:a8c528baf37154d347366083f0f816846"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae1f037fffe3ee2f7b0ded5bcbadffae1"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_ae1f037fffe3ee2f7b0ded5bcbadffae1.html#ae1f037fffe3ee2f7b0ded5bcbadffae1">update</a> (int updateCount)=0</td></tr>
<tr class="memdesc:ae1f037fffe3ee2f7b0ded5bcbadffae1"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is an abstract method called whenever the scene needs to be updated.  <a href="classfabgl_1_1_scene_ae1f037fffe3ee2f7b0ded5bcbadffae1.html#ae1f037fffe3ee2f7b0ded5bcbadffae1">More...</a><br /></td></tr>
<tr class="separator:ae1f037fffe3ee2f7b0ded5bcbadffae1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7e3cc34d6b070f957120fa1015e8cae5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a7e3cc34d6b070f957120fa1015e8cae5.html#a7e3cc34d6b070f957120fa1015e8cae5">updateSprite</a> (<a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *sprite)</td></tr>
<tr class="memdesc:a7e3cc34d6b070f957120fa1015e8cae5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates collision detector.  <a href="classfabgl_1_1_scene_a7e3cc34d6b070f957120fa1015e8cae5.html#a7e3cc34d6b070f957120fa1015e8cae5">More...</a><br /></td></tr>
<tr class="separator:a7e3cc34d6b070f957120fa1015e8cae5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a61cfb64defe5bf06c623b25ecaeaf349"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classfabgl_1_1_scene_a61cfb64defe5bf06c623b25ecaeaf349.html#a61cfb64defe5bf06c623b25ecaeaf349">updateSpriteAndDetectCollisions</a> (<a class="el" href="structfabgl_1_1_sprite.html">Sprite</a> *sprite)</td></tr>
<tr class="memdesc:a61cfb64defe5bf06c623b25ecaeaf349"><td class="mdescLeft">&#160;</td><td class="mdescRight">Updates collision detector and generate collision events.  <a href="classfabgl_1_1_scene_a61cfb64defe5bf06c623b25ecaeaf349.html#a61cfb64defe5bf06c623b25ecaeaf349">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classfabgl_1_1_scene.html" title="Scene is an abstract class useful to encapsulate functionalities of a scene (sprites, collision detector and updates). ">Scene</a> is an abstract class useful to encapsulate functionalities of a scene (sprites, collision detector and updates). </p>

<p class="definition">Definition at line <a class="el" href="scene_8h_source.html#l00055">55</a> of file <a class="el" href="scene_8h_source.html">scene.h</a>.</p>
</div><hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="scene_8h_source.html">scene.h</a></li>
<li><a class="el" href="scene_8cpp_source.html">scene.cpp</a></li>
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